/*
===========================================================================
Wolfenstein: Enemy Territory GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Wolfenstein: Enemy Territory GPL Source Code (Wolf ET Source Code).
Wolf ET Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Wolf ET Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Wolf ET Source Code. If not, see .
In addition, the Wolf: ET Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Wolf ET Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef aglutils_h
#define aglutils_h
#define NEW_CODE 1
#include
#include
#define TEST_SMP 1
#define TEST_FSAA 1
extern AGLPixelFormat gPixelFormat;
extern AGLContext gAGLContext;
extern Fixed aglFrequency;
OSStatus MySetWindowContentColor( WindowRef inWindow, RGBColor const *inRGB );
GLboolean _aglSetGameContext( short inWidth, short inHeight, short inDepth, short inTexDepth, short inStencilDepth,
Fixed inFreq, DisplayIDType inDevice, Boolean inWindow, int inFSAASamples );
void _aglDisposeGameContext( void );
GLboolean _aglSuspendGameContext( void );
GLboolean _aglResumeGameContext( void );
void _aglSwapBuffers( void );
WindowRef _aglGetGLWindow( void );
Boolean _aglUsingFullscreen( void );
AGLDrawable _aglGetDrawable( void );
CGrafPtr _aglGetCurrentPort( void );
void _aglUsePrimaryContext( void );
void _aglUseSecondaryContext( void );
#endif